// Lights MSAA 2x

cbuffer _cbSharedPerViewData : register(b1)
{

  struct
  {
    row_major float4x4 mProjection;
    row_major float4x4 mViewToViewport;
    row_major float4x4 mViewToWorld;
    float4 vViewRemap;
    float4 vViewDepthRemap;
    float4 vEyeVectorUL;
    float4 vEyeVectorLR;
    float4 v4ShadowRange;
    float4 vViewSpaceUpVector;
    float4 vGlobalLitFactor;
    float4 vViewportSize;
    float4 vEngineTime;
    float4 vShaderColor0;
    float4 vShaderColor1;
    float4 vShaderColor2;
    float4 vShaderColor3;
    float4 vShaderColor4;
    float4 vClipPlane;
  } cbSharedPerViewData : packoffset(c0);

}

cbuffer _cbSharedLightData : register(b2)
{

  struct
  {
    float4 vParams0;
    float4 vParams1;
    float4 vParams2;
    float4 vLightDiffuse;
    float4 vHalfLightBoxFadeNeg;
    float4 vHalfLightBoxFadePos;
    float4 vRcpLightBoxFadeNeg;
    float4 vRcpLightBoxFadePos;
    float4 vLightPosView;
    float4 vLightDirView;
    float4 vProjectorTilingOffset;
    row_major float4x4 mViewToShadowProjTrans;
    row_major float4x4 mViewToLightProjTrans;
    float4 vLightParams;
    float4 vRestrictLightBoxVectorX;
    float4 vRestrictLightBoxVectorY;
    float4 vRestrictLightBoxVectorZ;
    float4 vRestrictLightBoxPosition;
  } cbSharedLightData : packoffset(c0);

}

Texture2DMS<float4,2> mapDeferred0 : register(t0);
Texture2DMS<float4,2> mapDeferred1 : register(t1);
Texture2DMS<float4,2> mapDeferred2 : register(t2);


// 3Dmigoto declarations 
#define cmp - 
Texture1D<float4> IniParams : register(t120); 
Texture2D<float4> StereoParams : register(t125); 


void main( 
  float4 v0 : SV_POSITION0,
  float4 v1 : TEXCOORD0,
  float4 v2 : TEXCOORD1,
  uint v3 : SV_SampleIndex0,
  out float4 o0 : SV_TARGET0)
{
  float4 r0,r1,r2,r3;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.x = 1 / v1.w;
  r0.xyz = v2.xyz * r0.xxx;
  r1.xy = (int2)v0.xy;
  r1.zw = float2(0,0);
  r0.w = mapDeferred0.Load(r1.xy, v3.x).x;
  r0.w = cbSharedPerViewData.vViewRemap.z * r0.w + -cbSharedPerViewData.vViewRemap.y;
  r0.w = 1 / r0.w;
  r0.xyz = -r0.www * r0.xyz + cbSharedLightData.vLightPosView.xyz;
  
  float4 stereo = StereoParams.Load(0);
  r0.x -= stereo.x * (r0.w  - stereo.y) / -cbSharedPerViewData.mProjection._m00;
  
  r0.w = dot(r0.xyz, r0.xyz);
  r2.x = rsqrt(r0.w);
  r0.w = sqrt(r0.w);
  r2.yz = saturate(cbSharedLightData.vParams1.yw * r0.ww + cbSharedLightData.vParams1.xz);
  r0.w = r2.y * r2.z;
  r2.yzw = cbSharedLightData.vLightDiffuse.xyz * r0.www;
  r0.xyz = r2.xxx * r0.xyz;
  r3.xyz = mapDeferred1.Load(r1.xy, v3.x).xyz;
  r1.xyz = mapDeferred2.Load(r1.xy, v3.x).xyz;
  r1.xyz = r1.xyz * r2.yzw;
  r2.xyz = float3(-0.5,-0.5,-0.5) + r3.xyz;
  r2.xyz = r2.xyz + r2.xyz;
  r0.w = dot(r2.xyz, r2.xyz);
  r0.w = rsqrt(r0.w);
  r2.xyz = r2.xyz * r0.www;
  r0.x = saturate(dot(r2.xyz, r0.xyz));
  o0.xyz = r1.xyz * r0.xxx;
  o0.w = 0;
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
//   using 3Dmigoto v1.2.19 on Fri Jan 15 18:39:20 2016
//
//
// Buffer Definitions: 
//
// cbuffer _cbSharedPerViewData
// {
//
//   struct
//   {
//       
//       row_major float4x4 mProjection;// Offset:    0
//       row_major float4x4 mViewToViewport;// Offset:   64
//       row_major float4x4 mViewToWorld;// Offset:  128
//       float4 vViewRemap;             // Offset:  192
//       float4 vViewDepthRemap;        // Offset:  208
//       float4 vEyeVectorUL;           // Offset:  224
//       float4 vEyeVectorLR;           // Offset:  240
//       float4 v4ShadowRange;          // Offset:  256
//       float4 vViewSpaceUpVector;     // Offset:  272
//       float4 vGlobalLitFactor;       // Offset:  288
//       float4 vViewportSize;          // Offset:  304
//       float4 vEngineTime;            // Offset:  320
//       float4 vShaderColor0;          // Offset:  336
//       float4 vShaderColor1;          // Offset:  352
//       float4 vShaderColor2;          // Offset:  368
//       float4 vShaderColor3;          // Offset:  384
//       float4 vShaderColor4;          // Offset:  400
//       float4 vClipPlane;             // Offset:  416
//
//   } cbSharedPerViewData;             // Offset:    0 Size:   432
//
// }
//
// cbuffer _cbSharedLightData
// {
//
//   struct
//   {
//       
//       float4 vParams0;               // Offset:    0
//       float4 vParams1;               // Offset:   16
//       float4 vParams2;               // Offset:   32
//       float4 vLightDiffuse;          // Offset:   48
//       float4 vHalfLightBoxFadeNeg;   // Offset:   64
//       float4 vHalfLightBoxFadePos;   // Offset:   80
//       float4 vRcpLightBoxFadeNeg;    // Offset:   96
//       float4 vRcpLightBoxFadePos;    // Offset:  112
//       float4 vLightPosView;          // Offset:  128
//       float4 vLightDirView;          // Offset:  144
//       float4 vProjectorTilingOffset; // Offset:  160
//       row_major float4x4 mViewToShadowProjTrans;// Offset:  176
//       row_major float4x4 mViewToLightProjTrans;// Offset:  240
//       float4 vLightParams;           // Offset:  304
//       float4 vRestrictLightBoxVectorX;// Offset:  320
//       float4 vRestrictLightBoxVectorY;// Offset:  336
//       float4 vRestrictLightBoxVectorZ;// Offset:  352
//       float4 vRestrictLightBoxPosition;// Offset:  368
//
//   } cbSharedLightData;               // Offset:    0 Size:   384
//
// }
//
//
// Resource Bindings:
//
// Name                                 Type  Format         Dim Slot Elements
// ------------------------------ ---------- ------- ----------- ---- --------
// mapDeferred0                      texture  float4       2dMS2    0        1
// mapDeferred1                      texture  float4       2dMS2    1        1
// mapDeferred2                      texture  float4       2dMS2    2        1
// _cbSharedPerViewData              cbuffer      NA          NA    1        1
// _cbSharedLightData                cbuffer      NA          NA    2        1
//
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xy  
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyz 
// SV_SampleIndex           0   x           3   SAMPLE    uint   x   
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_TARGET                0   xyzw        0   TARGET   float   xyzw
//
// Pixel Shader runs at sample frequency
//
ps_4_1
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb1[13], immediateIndexed
dcl_constantbuffer cb2[9], immediateIndexed
dcl_resource_texture2dms(2) (float,float,float,float) t0
dcl_resource_texture2dms(2) (float,float,float,float) t1
dcl_resource_texture2dms(2) (float,float,float,float) t2
dcl_input_ps_siv linear noperspective v0.xy, position
dcl_input_ps linear v1.w
dcl_input_ps linear v2.xyz
dcl_input_ps_sgv v3.x, sampleIndex
dcl_output o0.xyzw
dcl_temps 4
div r0.x, l(1.000000, 1.000000, 1.000000, 1.000000), v1.w
mul r0.xyz, r0.xxxx, v2.xyzx
ftoi r1.xy, v0.xyxx
mov r1.zw, l(0,0,0,0)
ldms r0.w, r1.xyww, t0.yzwx, v3.x
mad r0.w, cb1[12].z, r0.w, -cb1[12].y
div r0.w, l(1.000000, 1.000000, 1.000000, 1.000000), r0.w
mad r0.xyz, -r0.wwww, r0.xyzx, cb2[8].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r2.x, r0.w
sqrt r0.w, r0.w
mad_sat r2.yz, cb2[1].yywy, r0.wwww, cb2[1].xxzx
mul r0.w, r2.z, r2.y
mul r2.yzw, r0.wwww, cb2[3].xxyz
mul r0.xyz, r0.xyzx, r2.xxxx
ldms r3.xyz, r1.xyww, t1.xyzw, v3.x
ldms r1.xyz, r1.xyzw, t2.xyzw, v3.x
mul r1.xyz, r2.yzwy, r1.xyzx
add r2.xyz, r3.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
add r2.xyz, r2.xyzx, r2.xyzx
dp3 r0.w, r2.xyzx, r2.xyzx
rsq r0.w, r0.w
mul r2.xyz, r0.wwww, r2.xyzx
dp3_sat r0.x, r2.xyzx, r0.xyzx
mul o0.xyz, r0.xxxx, r1.xyzx
mov o0.w, l(0)
ret 
// Approximately 27 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
